Patch 6.16 Notes

Continue reading for the complete notes, including more on Kled, upcoming SKT skins, and more!
Here's the full 6.16 patch notes with an introduction from Scarizard and friends:

Greetings, Summoners.

Welcome to patch 6.16, the one that’s a lighter patch than usual, but don’t worry, we haven’t forgotten about you. We’re hoping the quiet on the Rift will help you - and us - suss out the outliers going into Worlds. But to hear that quiet, we need to bring down the noise, which means nerfs to some loud and dominant champions. Sona throws a mean party, but it’s time to turn the music down. We’re also tidying up: some of our previous buffs or nerfs have left room for followup on champions who could use more clear identities. We’re revisiting those champions to make sure that their strengths - and only their strengths - shine.

Oh, and then there’s the new guy Kled. Speaking of strengths, we’re pretty sure his is “kicking your ass”, so get out there and ride Skaarl to victory!

Good luck, have fun, and remember: a little courage goes a long way.

Mattias "Gentleman Gustaf" Lehman

Champions

Kled

Kled, the Cantankerous Cavalier, will be released in this patch! To learn more, check the following links:

Passive now adds tenacity based on how outnumbered Irelia’s team is, rather than how many enemies are nearby.

Irelia’s the type of against-all-odds champion who turns disadvantages into advantages. Stunning her opponents when they get ahead and shrugging off crowd control when surrounded lets her pull off surprising comebacks and flashy moments of aggression. Irelia is known for fighting off a Noxian invading force while fiercely outnumbered, but her passive isn’t currently hitting that tone; it just makes her generically hard to lock down in teamfights. Playing Irelia should feel like beating impossible odds, but when she’s surrounded by her team, she doesn’t have any odds to beat. Irelia’s passive will now track the number of allies as well as enemies, with a shorter range so your backline Xerath isn’t ruining your sick plays.

Passive - Ionian Fervor

DON’T STAND SO CLOSE TO MEChampions within1400⇒1000 range of Irelia count as nearby

REMOVEDYOU’RE STUCK IN HERE WITH MENo longer grants tenacity based solely on the number of nearby enemies

NEWBRING MORE BAD GUYSNow grants tenacity based on the number of nearby enemy champions compared to the number of nearby allied champions (Irelia counts as one ally):

MORE OF US THAN THEM0% tenacity

EVENLY MATCHED10% tenacity

MORE OF THEM THAN US25/30/35/40% tenacity (at levels 1/6/11/16)

R - Transcendent Blades

We recently gave Leona more ways to apply her passive, but it’s often unclear to Leona players just how much damage Sunlight contributes to a fight. With a bit more clarity, Leona will better perceive the impact she’s having.

Passive - Sunlight

NEWSUNLIT CLARITYNow displays the damage text to Leona when her allies proc Sunlight

The last time we looked at Lulu, we took some efforts to dial back on her ability to nullify the solo laning phase. After waiting a bit for the dust to settle, we’re comfortable with where her laning phase is but feel she could use some power back. We’re sharpening her identity as “enchanter for auto-attack based carries” by ensuring that she - and her allies - feel the impact of her buffs with higher frequency.

Nautilus is a go-to champion for players who want to scatter disruption and crowd control everywhere. Earlier in the season, Nautilus saw a period of dominance due to his high base damage, but our resulting nerfs have left him a bit underwhelming. With less power tied up in his damage, we want to focus on giving Nautilus even more multi-target disruption in teamfights. Depth Charge will be as strong as ever when used to isolate and lock down a priority target, but skilled Nautilus players should be even more rewarded for deftly placing their ultimate to lock down multiple targets.

R - Depth Charge

NEWBEWARE THE DEPTHSTargets that Depth Charge passes through are now stunned for 1/1.5/2 seconds in addition to the knockup

Sona’s recent changes have solidified her identity as the hard-scaling utility support, but her scaling is kicking in a bit too early. Her power should rise over time, but the key phrase there is “over time”. Late game scaling doesn’t start at level 6, so we’re muting Sona’s early ranks of Crescendo to give enemies a chance to punish her before she gets to her late-game power.

However, punishing Sona is also proving too hard overall: she may be squishy, but she is often too speedy for opponents to capitalize on her mistakes. We’re trimming some of her elusiveness so that opponents can feel better about catching her out of position.

E - Song of Celerity

SELF MOVEMENT SPEED13/14/15/16/17%⇒10/11/12/13/14%

ALLY MOVEMENT SPEED RATIO0.8 ability power⇒0.6 ability power

R - Crescendo

With the midseason update to Viktor’s ultimate, we committed to the notion that Viktor should have to earn a full duration Chaos Storm with risky positioning or help from his team. He’s not far from that state, but we’re seeing a few too many cases where Chaos Storm is running opponents down without the help of Viktor or his team. We’re tweaking the speed of Chaos Storm so that Viktor has to stay a bit more up close and personal - or rely on crowd control- to keep his victims trapped inside.

With these changes, we’re also following up on our change from last week, which made returning Chaos Storm to Viktor less generous. Even that version was still overly mitigating the risks of Viktor’s least aggressive use case, going against our intent to heighten Viktor’s risk/reward profile.

R - Chaos Storm

MAXIMUM MOVEMENT SPEED450⇒400

MINIMUM MOVEMENT SPEED170⇒200

SPEED STARTS DECAYING AT350 range⇒300 range

MINIMUM SPEED CAPPED AT950 range⇒900 range

REMOVEDSNAPBACKChaos Storm no longer moves at maximum speed when Viktor targets himself

Champion Select

During the 6.15 patch, we introduced a feature showing how much lower or higher queue times may be based on the positions selected.

Queue times can vary dramatically depending on the roles a player picks, so we’ve added queue time impact estimates to position select. Now you can decide if you prefer getting into game or getting your primary.

TIMES TABLESPosition select now displays when and to what degree particular position combinations impact estimated queue times

QUANTUM QUEUE QUANDARYThere's still a known bug where premade 5s in ranked will have an estimated wait time of 0:00

Bugfixes

Fixed a bug where Lux’s R - Final Spark wasn’t dealing damage to champions it hit if Lux couldn’t see them

Ahri’s R - Spirit Rush, Fiora’s Q - Lunge, and Xerath’s E - Eye of Destruction no longer fire in weird directions when cast while the cursor is hovering over the minimap